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My Yeoman...concerned about balance
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<blockquote data-quote="Aqua Vitae" data-source="post: 3653852" data-attributes="member: 53708"><p><span style="font-size: 10px"><span style="font-family: 'Arial'">In my camaign, I've utterly discarded the original classes and devised a class system of my own of an Arthurian/"Legends of Excalibur" flavor (for example, my Knight replaces the Fighter and Paladin and my Priest and Magus replace the Cleric and Sorcerer/Wizard, respectively), all of which use a Talent system w/some classes having Bonus Feats. Below is my Yeoman class. Obviously, it must be balanced against my other classes (that for various reasons I don't want to reproduce in full) but I'd appreciate any feedback concerning perceptions of balance vis-a-vis the original 3.5 classes. I've removed most flavor text due to relevance.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><strong>Yeoman</strong></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">Yeomen are fighters of diverse training tied to the land either by choice or by honor to and appointment by a knight or noble liege lord. Many yeomen earn their livelihood as independent land freeholders or overseers, trained scouts and sentries, hunters, foresters, and wardens of forests and tracts of land.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><strong>Game Rule Information</strong></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">Yeomen have the following game statistics.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"> <strong>Abilities:</strong> Strength and Constitution afford the yeoman greater combat prowess, while Dexterity improves his defensive capabilities against enemies and his stealth capabilities. The yeoman’s primary function also sometimes call for guile and diplomacy, and in that Charisma is an essential attribute.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"> <strong>Honor:</strong> Any.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"> <strong>Piety:</strong> Any.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"> <strong>Hit Die:</strong> D8.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"> <strong>Starting Gold:</strong> 5d4 x 10 (125 gp average).</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><strong>Class Skills</strong></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">The yeoman’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (Local) (Int), Knowledge (Nature), Knowledge (Nobility and Royalty) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"> <strong>Skill Points at 1st level:</strong> (4 + Int modifier) x 4.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"> <strong>Skill Points at Each Additional Level:</strong> 4 + Int modifier.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><strong>Class Features</strong></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">All of the following are class features of the yeoman.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><strong>Weapon and Armor Proficiency:</strong> The yeoman is proficient the all simple and martial weapons. He has proficiency in all light and medium armors and the buckler shield.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"> <strong>Ambience of Yeomanry (Ex):</strong> The yeoman adds his Honor bonus (if any) to all Survival checks, Diplomacy checks made with commoners, sylvan creatures, or animals (if he has wild empathy, see below), and to all level checks and Will saves to resist fear effects, magical and nonmagical.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"> <strong>Bonus Feat:</strong> The yeoman gains a bonus feat at 1st level, 2nd level, 4th level, and every four levels thereafter (at 8th level, 12th level, 16th level, etc.). All prerequisites of a feat must be met before it can be taken. The yeoman must choose his bonus feats from among the following list: Alertness, Animal Affinity, Athletic, Combat Reflexes, Diehard, Dodge, Endurance, Far Shot, Great Fortitude, Improved Critical, Improved Grapple, Improved Initiative, Improved Precise Shot, Improved Two-Weapon Fighting, Improved Unarmed Strike, Improved Weapon Focus, Improved Weapon Specialization, Leadership, Light Sleeper, Lightning Reflexes, Manyshot, Mounted Archery, Mounted Combat, Point Blank Shot, Power Attack, Precise Shot, Rapid Reload, Rapid Shot, Run, Self-Sufficient, Shot on the Run, Stealthy, Track, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus, Weapon Specialization.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"> <strong>Yeoman’s Talent:</strong> At 1st level and every odd level (at 3rd level, 5th level, 7th level, 9th level, and so on) the yeoman gains a unique ability, chosen from the list below.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><em>Battle Foray (Ex)</em>: Once per day the yeoman may enter battle more invigorated. The yeoman gains a +2 morale bonus to damage rolls and Will saves. The effect lasts for 3 rounds + the yeoman’s Constitution bonus (if any). He can choose this ability multiple times, gaining additional uses per day. A yeoman choosing this talent, however, can only choose it in increments of four levels after his initial choice, i.e. if the yeoman chooses battle foray at 1st level, he can use a talent to choose it again only at 5th level, and thereafter at 9th level, 13th level and 17th level.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"> <em>Favored Enemy (Ex)</em>: As detailed for the ranger. The yeoman may choose this ability multiple times, but only in level increments of four after his initial choice, i.e. a yeoman choosing this talent at 1st level could not choose it again until 5th level, and thereafter at 9th level, 13th level, and 17th level. The initial bonus is +2 against the first selected enemy. Thereafter, with each choice, the original bonus (or bonuses) increases by +2 for each choice.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"> <em>Improved Uncanny Dodge (Ex)</em>: As detailed for the barbarian. Prerequisite: Yeoman 7th level.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"> <em>Resist Disease (Ex)</em>: The yeoman gains a +4 bonus to Fortitude saves against diseases.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"> <em>Resist Poison (Ex)</em>: The yeoman gains a +4 bonus to Fortitude saves against poisons.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"> <em>Swift Tracker (Ex)</em>: The yeoman does not suffer a -5 penalty on Survival checks for tracking while moving at his normal speed. Prerequisite: Track feat.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"> <em>Uncanny Dodge (Ex)</em>: As detailed for the barbarian. Prerequisite: Yeoman 3rd level.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"> <em>Wild Empathy (Ex)</em>: As per the yokel ability.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"> <em>Yeoman’s Smite (Ex)</em>: Once per day the yeoman can make a smite attack, adding his Charisma bonus (if any) to his attack roll and his class level to his damage roll. He can choose this ability multiple times; increasing the number of times per day he can use it. However, if a yeoman chooses this ability he may only choose it later on in increments of four, i.e. a yeoman choosing smite at 1st level cannot choose that talent again until 5th level, and thereafter at 9th level, 13th level, 17th level, and so on.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"> <em>Yeoman’s Stride (Ex)</em>: The yeoman may move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. This ability does not let the yeoman move more quickly through terrain that requires a Climb or Swim check to navigate, nor can he move more quickly through terrain or undergrowth that has been magically manipulated to impede motion.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"> <em>Yeoman’s Step (Ex)</em>: The yeoman cannot be tracked in natural surroundings.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"> <em>Yeoman’s Veil (Ex)</em>: The yeoman can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment. Prerequisite: Yeoman 5th level.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"> <em>Yeoman’s Mantle (Ex)</em>: While in any sort of natural terrain, the yeoman can use his Hide skill even while being observed. Prerequisite: Yeoman 9th level.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"> <em>Yeoman’s Passage (Ex)</em>: The yeoman can produce an effect equivalent to the find the path spell once per day. He can choose this ability multiple times, allowing him to use this ability once more each day, up to a maximum of three times per day. Prerequisite: 7th level.</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><strong>Base Attack Bonus:</strong> +1/level</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><strong>Saves: </strong> Good Fortitude & Reflex, Poor Will</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'"><strong>Level & Talents/Feats</strong></span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">1st Bonus Feat, Yeoman's Talent</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">2nd Bonus Feat</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">3rd Yeoman's Talent</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">4th Bonus Feat</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">5th Yeoman's Talent</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">6th</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">7th Yeoman's Talent</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">8th Bonus Feat</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">9th Yeoman's Talent</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">10th</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">11th Yeoman's Talent</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">12th Bonus Feat</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">13th Yeoman's Talent</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">14th</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">15th Yeoman's Talent</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">16th Bonus Feat</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">17th Yeoman's Talent</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">18th</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">19th Yeoman's Talent</span></span></p><p><span style="font-size: 10px"><span style="font-family: 'Arial'">20th Bonus Feat</span></span></p></blockquote><p></p>
[QUOTE="Aqua Vitae, post: 3653852, member: 53708"] [SIZE=2][FONT=Arial]In my camaign, I've utterly discarded the original classes and devised a class system of my own of an Arthurian/"Legends of Excalibur" flavor (for example, my Knight replaces the Fighter and Paladin and my Priest and Magus replace the Cleric and Sorcerer/Wizard, respectively), all of which use a Talent system w/some classes having Bonus Feats. Below is my Yeoman class. Obviously, it must be balanced against my other classes (that for various reasons I don't want to reproduce in full) but I'd appreciate any feedback concerning perceptions of balance vis-a-vis the original 3.5 classes. I've removed most flavor text due to relevance. [B]Yeoman[/B] Yeomen are fighters of diverse training tied to the land either by choice or by honor to and appointment by a knight or noble liege lord. Many yeomen earn their livelihood as independent land freeholders or overseers, trained scouts and sentries, hunters, foresters, and wardens of forests and tracts of land. [B]Game Rule Information[/B] Yeomen have the following game statistics. [B]Abilities:[/B] Strength and Constitution afford the yeoman greater combat prowess, while Dexterity improves his defensive capabilities against enemies and his stealth capabilities. The yeoman’s primary function also sometimes call for guile and diplomacy, and in that Charisma is an essential attribute. [B]Honor:[/B] Any. [B]Piety:[/B] Any. [B]Hit Die:[/B] D8. [B]Starting Gold:[/B] 5d4 x 10 (125 gp average). [B]Class Skills[/B] The yeoman’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (Local) (Int), Knowledge (Nature), Knowledge (Nobility and Royalty) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex). [B]Skill Points at 1st level:[/B] (4 + Int modifier) x 4. [B]Skill Points at Each Additional Level:[/B] 4 + Int modifier. [B]Class Features[/B] All of the following are class features of the yeoman. [B]Weapon and Armor Proficiency:[/B] The yeoman is proficient the all simple and martial weapons. He has proficiency in all light and medium armors and the buckler shield. [B]Ambience of Yeomanry (Ex):[/B] The yeoman adds his Honor bonus (if any) to all Survival checks, Diplomacy checks made with commoners, sylvan creatures, or animals (if he has wild empathy, see below), and to all level checks and Will saves to resist fear effects, magical and nonmagical. [B]Bonus Feat:[/B] The yeoman gains a bonus feat at 1st level, 2nd level, 4th level, and every four levels thereafter (at 8th level, 12th level, 16th level, etc.). All prerequisites of a feat must be met before it can be taken. The yeoman must choose his bonus feats from among the following list: Alertness, Animal Affinity, Athletic, Combat Reflexes, Diehard, Dodge, Endurance, Far Shot, Great Fortitude, Improved Critical, Improved Grapple, Improved Initiative, Improved Precise Shot, Improved Two-Weapon Fighting, Improved Unarmed Strike, Improved Weapon Focus, Improved Weapon Specialization, Leadership, Light Sleeper, Lightning Reflexes, Manyshot, Mounted Archery, Mounted Combat, Point Blank Shot, Power Attack, Precise Shot, Rapid Reload, Rapid Shot, Run, Self-Sufficient, Shot on the Run, Stealthy, Track, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus, Weapon Specialization. [B]Yeoman’s Talent:[/B] At 1st level and every odd level (at 3rd level, 5th level, 7th level, 9th level, and so on) the yeoman gains a unique ability, chosen from the list below. [I]Battle Foray (Ex)[/I]: Once per day the yeoman may enter battle more invigorated. The yeoman gains a +2 morale bonus to damage rolls and Will saves. The effect lasts for 3 rounds + the yeoman’s Constitution bonus (if any). He can choose this ability multiple times, gaining additional uses per day. A yeoman choosing this talent, however, can only choose it in increments of four levels after his initial choice, i.e. if the yeoman chooses battle foray at 1st level, he can use a talent to choose it again only at 5th level, and thereafter at 9th level, 13th level and 17th level. [I]Favored Enemy (Ex)[/I]: As detailed for the ranger. The yeoman may choose this ability multiple times, but only in level increments of four after his initial choice, i.e. a yeoman choosing this talent at 1st level could not choose it again until 5th level, and thereafter at 9th level, 13th level, and 17th level. The initial bonus is +2 against the first selected enemy. Thereafter, with each choice, the original bonus (or bonuses) increases by +2 for each choice. [I]Improved Uncanny Dodge (Ex)[/I]: As detailed for the barbarian. Prerequisite: Yeoman 7th level. [I]Resist Disease (Ex)[/I]: The yeoman gains a +4 bonus to Fortitude saves against diseases. [I]Resist Poison (Ex)[/I]: The yeoman gains a +4 bonus to Fortitude saves against poisons. [I]Swift Tracker (Ex)[/I]: The yeoman does not suffer a -5 penalty on Survival checks for tracking while moving at his normal speed. Prerequisite: Track feat. [I]Uncanny Dodge (Ex)[/I]: As detailed for the barbarian. Prerequisite: Yeoman 3rd level. [I]Wild Empathy (Ex)[/I]: As per the yokel ability. [I]Yeoman’s Smite (Ex)[/I]: Once per day the yeoman can make a smite attack, adding his Charisma bonus (if any) to his attack roll and his class level to his damage roll. He can choose this ability multiple times; increasing the number of times per day he can use it. However, if a yeoman chooses this ability he may only choose it later on in increments of four, i.e. a yeoman choosing smite at 1st level cannot choose that talent again until 5th level, and thereafter at 9th level, 13th level, 17th level, and so on. [I]Yeoman’s Stride (Ex)[/I]: The yeoman may move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. This ability does not let the yeoman move more quickly through terrain that requires a Climb or Swim check to navigate, nor can he move more quickly through terrain or undergrowth that has been magically manipulated to impede motion. [I]Yeoman’s Step (Ex)[/I]: The yeoman cannot be tracked in natural surroundings. [I]Yeoman’s Veil (Ex)[/I]: The yeoman can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment. Prerequisite: Yeoman 5th level. [I]Yeoman’s Mantle (Ex)[/I]: While in any sort of natural terrain, the yeoman can use his Hide skill even while being observed. Prerequisite: Yeoman 9th level. [I]Yeoman’s Passage (Ex)[/I]: The yeoman can produce an effect equivalent to the find the path spell once per day. He can choose this ability multiple times, allowing him to use this ability once more each day, up to a maximum of three times per day. Prerequisite: 7th level. [B]Base Attack Bonus:[/B] +1/level [B]Saves: [/B] Good Fortitude & Reflex, Poor Will [B]Level & Talents/Feats[/B] 1st Bonus Feat, Yeoman's Talent 2nd Bonus Feat 3rd Yeoman's Talent 4th Bonus Feat 5th Yeoman's Talent 6th 7th Yeoman's Talent 8th Bonus Feat 9th Yeoman's Talent 10th 11th Yeoman's Talent 12th Bonus Feat 13th Yeoman's Talent 14th 15th Yeoman's Talent 16th Bonus Feat 17th Yeoman's Talent 18th 19th Yeoman's Talent 20th Bonus Feat[/FONT][/SIZE] [/QUOTE]
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My Yeoman...concerned about balance
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